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NEWS UPDATE May 30th 22:30 UTC
Due to the current update we are experincing some weird server spikes from time to time. We are investigating this problem, but we need to keep the service active to actually pinpoint the problem. Please note that extreme loading times and map errors can occur due to "FAILED TO FETCH" errors and will be resolved as soon as possible.
Today's patch concludes a series of infrastructure updates on our servers and also kicks off a series of improvements to our loading performance in the online editor!
We have now successfully ported all asset related backend services into our new FogMS architecture, which concludes our big infrastructure work packages that we started in 2021.
Now, we can start to work on the final performance improvements for loading times in the editor. With over 12,000 assets throughout all content packs and marketplace items, the general loading of assets and especially the loading performance of the Asset Picker needs an overhaul to stay functional. With our structural changes implemented we now have the means to skyrocket this in the next step.
Moving custom uploads into FogMS allowed us to review the way we store them for you in your cloud space. This came along with a bunch of improvements to free your space from unnecessary boundaries and should give more leeway when working with custom uploads:
Next up will be our rework of the user interface for the asset manager.
Premise: Please keep in mind that you are not allowed to share maps publically if they contain assets that you do not have the legal licensing rights to distribute. Please check the licensing rights of your custom uploads, before you publish those maps to the community.
With the new community hub incoming, we expect a lot more exchange of maps between accounts. To improve the handling of such maps, we have reworked the way that we treat those maps:
When you clone a map from another artist into your account, we do not copy custom assets over to your account anymore. Instead, we create a database flag that grants you access to those custom assets while you are working on this specific map clone. The assets are not available in your asset library however, but just remain available on this map clone. This removes the unnecessary stress to your cloud quota, prevents illegal spreading of assets and allows us to manage assets more efficiently on the servers. In case the original author deletes their map, the assets remain on the servers until the last instance has been removed and there are no more cloned maps using those assets in the system.
With today’s patch we have kicked off a series of updates to our vast public library of community created maps. Over the next months we will slowly transform our public map search into a new community hub, where you can create your own profile pages, follow other artists and get improved map recommendations based on your preferences.
Today we have unlocked the first series of steps into this direction:
We have also
Along with this patch, we have also released a series of Hotfixes to the editor. You can read all the details here in our patch notes. The essentials are:
Join DGNFOG new and create your TTRPG maps with the online Battlemap Editor.
Utilize dozens of free Fantasy props and textures to create a uniqe experience for you and your players.
The new patch for Project DEIOS is being finished as we speak and will be released later this week. If you want to see what is part of the new patch, join us tomorrow in our new edition of Mapping it Out!
Where & When?
Tuesday, May 31st at 6pm UTC
Twitch.tv/dungeonfog & Youtube.com/dungeonfog
If you can't make it to the live show (We know the time is tough for some of you) :
Post your questions with "QUESTION: This is my question" to our Discord and we will do our best to answer them in this or the upcoming shows.
The rebroadcast / video will be up directly after the show, so you can watch it at www.project-deios.com.